Best of luck on this, sounds like a winner.
I think you're right about the jog speed encouraging the arcadey run n gun as is.
I think you're right about the jog speed encouraging the arcadey run n gun as is.
The players need inertia so it takes a some time to get up to and down from sprint speed. This would also make you slow down for direction changes. I feel the sprint speed is also just a tad too high.
While I agree that any magic medic/bandaging/heal system is completely unrealistic, I still like a bandaging mechanic in games. I think it adds a little complexity to your experience and consequences to risk taking behavior. If bandaging takes a significant amount of time, it changes your gameplay and if your teammates can help you heal, it helps with team play. I like the way it works in ARMA, if you're hurt, you had better find cover to bandage as it take @ 30 seconds and you had better have teammates nearby to cover you in the meantime.
The 1 second bandaging in HOS now is just laughable.
Average 2 seconds for shots at 230 meters while standing and full stamina.
Average 3-5 seconds for shots at 300 meters while standing, full stamina.
One hit at 300 meters while bleeding out, standing.
Hit while fully fatigued, and standing, at 116 meters, enemy was doing a full sprint perpendicular to my position.
Bleeding out at 130 meters while standing, fully fatigued.
I played yesterday and saw for the first time what is really going to go wrong with this CoD5 lack of inertia; CoD5 bayonating. Here's the thing, if I can pull it off, I'm going to do it. I'm all for giving players freedom, but a game shouldn't be that free. I shouldn't be able to run down a hallway and then turn on a dime into a room and stab someone, at least not in a "realistic" shooter.
And about medics, I think RO2 is too fast paced with maps too small for having medics.
@KAIZER SOSA
Please refer to my Q & A section in the OP, I added n# 6 which explains my plans.
@melipone
If you were getting shot at, you would flinch, especially when you have so much adrenalin and are obviously nervous. It's a natural human reaction. If cover were shot near you, you would turn away so you don't get splinters or debris in your eyes. There has to be a point where a player has full control over behavior and when he doesn't, this is one of those moments where the player just cannot. I played both RO1 and DH, I know what the results of DH suppression are and it's the system that will most foster fire and maneuver tactics. This is simply one area where this mod will not change. Sorry.
Yes, I have read it. This barely touches anything within my post, suggestion wise, though.
That's fine, with the general emptiness one might experience from the conclusions of RO2 I might be too optimistic in my suggestions than one can actually handle at this moment, since the SDK isn't much right now.
Once that does come into play I'm sure they'll be a varied amount of modders with various interpretations to what the community wants eventually and those that'll hopefully be able to meet them.